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m3 room
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region/region-readme.md

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@@ -60,9 +60,6 @@ The `utility` property is an array of utility functions available to Samus at a
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* _reserve:_ Note that this excludes regular energy. If a node can refill reserves as well as energy, it will have both `energy` and `reserve`
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* _map_
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#### interactionRequires
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[Logical requirements](../logicalRequirements.md) that must be fulfilled each time Samus interacts with the node.
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#### locks
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The `locks` property is an array that contains different ways a node can be locked, and the corresponding way it can be unlocked. Each object in the `locks` property has some properties of its own:
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* _lockType:_ An enum indicating the type of lock. It gives a basic idea of what kind of thing has to be done to open this lock. Possible lock types are:
@@ -73,7 +70,6 @@ The `locks` property is an array that contains different ways a node can be lock
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* _gameFlag:_ Indicates a lock that is opened when a game flag has been activated. Most locks that are unlocked by killing a boss are this type, rather than `bossFight`.
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* _killEnemies:_ A lock that is unlocked by killing enemies in a room. This excludes doors in boss rooms, which are `gameFlag` locks.
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* _permanent:_ A lock that can never be unlocked.
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* _triggeredEvent:_ A type for miscellaneous events triggered by an action performed nearby by Samus.
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* _lock:_ The `lock` property lists [logical requirements](../logicalRequirements.md) that must be fulfilled in order for the node to be locked. If this is missing, the node is considered initially locked at game start.
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* _name:_ A name that identifies the lock. This name must be unique across all locks in the model.
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* _unlockStrats:_ The `unlockStrats` property is an array of [strats](../strats.md), each of which may be executed in order to unlock this specific lock. Unlocking a node makes it possible to interact with the node until the end of the game.

schema/m3-room.schema.json

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@@ -1591,7 +1591,6 @@
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"type": "integer",
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"title": "Room ID",
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"description": "Identifier for this room, unique across the entire game",
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"default": 0,
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"examples": [
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]
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"type": "string",
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"title": "Room Name",
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"description": "As it appears in the SuperMetroid.run wiki",
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"default": "",
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"examples": [
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"Morphing Ball Room"
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"Aqueduct"
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],
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"pattern": "^(.*)$"
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},
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"area": {
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"$id": "#/properties/area",
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"type": "string",
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"title": "Area Name",
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"default": "",
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"examples": [
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"Brinstar"
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"Maridia"
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],
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"pattern": "^(.*)$"
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},
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"subarea": {
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"$id": "#/properties/subarea",
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"type": "string",
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"title": "Area Subname",
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"default": "",
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"examples": [
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"Blue"
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"Inner"
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],
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"pattern": "^(.*)$"
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},
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"subsubarea": {
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"$id": "#/properties/subsubarea",
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"type": "string",
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"title": "Area SubSubname",
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"default": "",
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"examples": [
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"Yellow"
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"Pink"
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],
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"pattern": "^(.*)$"
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},
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"default": true,
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"description": "Whether a standard strat should implicitly be included for unlocking this node if it is a door node."
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},
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"interactionRequires": {
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"$ref" : "m3-requirements.schema.json#/definitions/logicalRequirements",
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"$id": "#/properties/nodes/items/properties/interactionRequires",
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"title": "Interaction Requirements",
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"description": "Equipment, tech, and flag requirements to interact with this node once it has been reached. This is separate from one-time unlock requirements."
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},
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"spawnAt": {
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"$id": "#/properties/nodes/items/properties/spawnAt",
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"type": "integer",
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"escapeFunnel",
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"gameFlag",
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"killEnemies",
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"permanent",
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"triggeredEvent"
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"permanent"
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],
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"pattern": "^(.*)$"
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},
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"$id": "#/properties/links/items/properties/to/items/properties/id",
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"type": "integer",
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"title": "Target Node ID within the Room",
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"default": 0,
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"examples": [
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]
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"title": "Notable Strat Name",
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"default": "",
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"examples": [
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"Bubble Mountain Damage Boost"
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"Big Jump with Blue Speed"
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],
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"pattern": "^(.*)$"
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},

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